RimWorld

RimWorld

Hunt Daddy Sep 4, 2018 @ 12:56am
Food Production advice
Tips on balancing food production after first year and beyond.

I am playing primitive start. Five tribals. Cassandra classic on rough difficulty. I have 7 colonists and I find that my colony spends most of its time planting and harvesting food, wood, medicine and drugs like smokeweed and hops for beer. If I add any other activities to the colony or if I suffer raids which is happening more and more, food production falters or I run out of wood for fueling water evaporators which are pretty important since I am playing in arid biome. I have 8 colonists in my 2nd year and it just seems like if I don't add farmers then I run out of food but if my new colonists cannot fight either than my new farmers are cannon fodder. Also, my other colonists are busy cooking, carrying, food and resources, and cutting down trees so that they can keep the ovens going. IT just seems like a huge operation just to keep the colony fed. When raids happen I need all hands on deck to defend and god forbid one of my colonists is out cutting down cactus or drago trees in some corner of the map cause he'll never make it back to safety but the colony needs him out there getting that wood for the ovens.

Thanks all
Last edited by Hunt Daddy; Sep 4, 2018 @ 1:02am
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Showing 1-14 of 14 comments
(SCIOG) mattrix Sep 4, 2018 @ 2:30am 
well make sure u have rice as ur main crop as it grows quicker than the others and u could store more of it while u have the other crops growing and also do a zone for trees i forgot the name of it but there is a tree that takes 15days to grow compared to the others with your colonists you should change there priorites so some so not all are doing same job only a couple at a time
AlexMBrennan Sep 4, 2018 @ 3:58am 
well make sure u have rice as ur main crop as it grows quicker than the others
That's literally the worst possible advice.

Whilst your claim is true it's not really relevant; you typically start by planting rice when you need food *immediately* but in the long run a less labour intensive crop i.e. corn is better because your people will spend less time planting and harvesting, and more time doing useful stuff (crafting, research, etc).

The same applies to trees - fast growing trees will give you wood quickly (and are thus less likely to be destroyed by adverse events, fire, etc) but cost far more man-hours of work per unit of wood.
Last edited by AlexMBrennan; Sep 4, 2018 @ 3:59am
Kerma Sep 4, 2018 @ 4:53am 
Arid biome, right?

You should start another growing area with corn and keep your rice ones (i'm supposing yours are rice).

After your first corn harvest, you should be able to stop sowing rice and only allow your colonist to do so if your seeing that something will go wrong with your corns. I make a small zone for rice that I always leave up, because you never know what might happen in rimworld.

Secondly, try to get some animals that can do the hauling for you. They save you tons of time.

And work on your growing zones, kitchen and freezer layout so the colonists can spend most of theier time working.

And get an electric stove so you don't need to refuel those stoves.
Percussigant Sep 4, 2018 @ 6:26am 
Sorry for the text wall that follows, but you should have most of what you need to solve you problems in it.

Corn is the way to go after the early days of rice planting. Rice is a very interesting crop to plant in certain situations, such as on a nearby patch of rich soil, or (even better) in hydroponics, but as others have stated it provides food by a steady trickle rather than one big harvest, like corn or potatoes do, and therefore it requires more worktime overall. Corn is usually the best for massive amounts of food. Potatoes can sustain a little more cold than other food plants and also grow rather fine is bad soils. Rice is excellent under certain conditions only. Berries are good in deserts and other environments where animals are scarce since they are good to eat even raw.

Having dedicated haulers (preferably fast walkers or joggers ; tribespeople who are only good at fighting are also a good choice) will help you a lot. In general, the bigger the tribe, the more efficient it becomes if you specialize everyone on a few tasks and unassign them from the rest.

A cheap, well-known trick that can save you massive amounts of time is to set up stockpile zones next to your stove for raw ingredients :

1. Add a bill to make pemmican to your stove, with the settings "do forever" (or "do until you have 5000 for example), "drop on floor", and the ingredient radius slider reduced until only your food reserve is within it : in case of shortages this will stop your cook from running around the map to pick up just five corn, making one pemmican batch and running back to your fields again.

2. Create a one-tile stockpile zone on one side of where your cook works, set a high priority, and forbid everything except vegetables.

3. Do the same on the other side for the meat.

4. Build stools on your one-tile stockpiles ; this saves you some additional time. A chair or armchair for the comfort of your cook is also nice since they will likely spend a lot of time there.

This should provide you with a steady early game food production. The new wildlife tab is also extremely helpful to avoid having to manually look around the map to hunt. What I like to do is pause the game, open the wildlife tab, and select a bunch of low agressivity animals to be hunted. Do not use more than 2-3 hunters, or you risk having too much meat than your cook can prepare into pemmican, and having some of that meat go to waste would be, well, a waste.

About hunting weapons : pila are one of the best hunting weapon in the game if your goal is to kill your prey without risks : they are silent (maximum hunter stealth) and deal high damage per hit, thus rolling less revenge rolls. As such they are best to hunt big game such as megasloths or rhinos or muffalos or elephants, or whatever dangerous beast you want to eat. If your goal is to train your hunters to become better shooters, however, a recurve bow is more efficient.

For the (very) late game : consider giving bionic arms to your cook if you can afford it, as it will help them work even faster (they will likely have hit maximum proficiency for cooking at that point).

About drugs : smokeweed is powerful for bad mood emergencies because it is not very addictive, but it is a good idea to either forbid it or remove it from the "Social drug" policy, because it slows everyone down. Psychoid tea, on the other hand, is extremely powerful : it reduces the speed at which a colonist gets tired to 90% of it normal value, meaning your colonists can work 10% longer (don't forget to set their entire schedule to "anything" in the Assign tab so they only go to bed when they're actually tired and not just because it's time to), which in turn boosts the productivity of your colony by quite a lot. It also has low addictiveness and tolerance buildup, and it provides a nice +12 mood boost.

Plant some Psychoid plant, set a bill (a campfire next to your eating table works well, to leave your stoves free to focus on food) to make psychoid tea until you have 4 or 5 (this is to mitigate damage in case of a Binge mental break; if it happens, don't forget to suspend your psychoid tea bill while it lasts, and maybe to order other colonists to drink the remaining tea too). A dedicated stockpile zone next to your table works well. Then in the Restrict tab, go to the Manage Drugs thingie and add Psychoid tea to the Social Drugs policy. If you have researched Electricity and Air conditioning, put your leaves in the freezer so they won't spoil (they last for +/- 40 days if not frozen iirc).

Alternatively, you could also set it to a "One drink a day" policy if you want to be absolutely sure to avoid addiction, or if you want to add the social recreation bonus to that. Tea time ! You will however need to modify your bill to produce tea until you have enough for everyone to have a cup, which might make people a bit more vulnerable to the consequences of a Binge mentak break. Psychite withdrawal is no fun at all, but addiction should not happen if you are careful, even with people with chemical interest/fascination. Aside from the withdrawal, people with large tolerance or above risk kidney damage. It is a good idea to harvest a few kidneys from useless prisoners, just in case.

I know I just wrote 3 paragraphs about drugs when you were asking about food, but those 10% less fatigue gained are extremely valuable to the overall efficiency of your colony, and the more people you have, the more valuable it is.

I won't rant too much about defense, but the basis of it for tribespeople is : 1. Recurve bows and war masks are awesome in the early game, 2. Long, narrow corridor filled with traps traps traps traps traps, 3. Sandbags at the end of the corridor to put arrows into the survivors (if there are any).

Good luck !
Last edited by Percussigant; Sep 6, 2018 @ 1:42am
Hunt Daddy Sep 4, 2018 @ 8:46pm 
4. Build stools on your one-tile stockpiles ; this saves you some additional time. A chair or armchair for the comfort of your cook is also nice since they will likely spend a lot of time.

Thank you for all the advice. But does placing a stool on the stockpile for vegetables or meat really save time? How? I always make a stool or chair for the cook, but never for the ingredients.
Empiro Sep 5, 2018 @ 12:07pm 
I think the stockpile next to the stove and "drop on floor" in the bill are by far the best ways to increase efficiency. It really cuts down on the travel time when you're moving stacks of food instead of 1 portion at a time.
Percussigant Sep 6, 2018 @ 1:35am 
Originally posted by oddblade:
Thank you for all the advice. But does placing a stool on the stockpile for vegetables or meat really save time? How? I always make a stool or chair for the cook, but never for the ingredients.

It really does save time. If you build no stools, you will notice your cook has to take a quick step in each direction to grab the ingredients on the floor. This extra step is removed with stools, which makes food production much quicker in the long run. The cook will use 100% of his time at the stove cooking. The more your cook becomes experienced, the more the stools become useful, because cooking in and of itself will be faster and faster while moving to pick up the ingredients will still take the same amount of time. Hurray for virtual fordism !

Logically speaking, it makes sense : picking up something on the floor requires a bit more effort than if that something was on a table or on a chair.
Vertibird Sep 6, 2018 @ 3:55am 
Some questions: why pemicans? I cook meals for mood bonus. Why stools? Are they different than chairs? Thanks
Serina Sep 6, 2018 @ 4:03am 
Pemmican lasts a long time without refrigeration and it's great to take on longer caravan trips. I mainly stockpiled pemmican when I play tribal on hot maps where it wasn't possible to freeze meals/stockpile raw ingredients early on.
bulbatrs Sep 6, 2018 @ 4:20am 
Originally posted by Vertibird:
Some questions: why pemicans? I cook meals for mood bonus. Why stools? Are they different than chairs? Thanks
pemmicans lasts for over a year while a meal for 4 days. a good strategy is to hunt a lot and make pemmican out of the remaining meat after cooking enough meals. for hauling I would recommend getting 3-5 dogs and training them to haul, not only you won't need any colonists to haul, but also after raids you won't need to bury any dead - just designate an area far away and let the dogs carry the dead bodies there.
stools near cooking stove allow colonists to pick up things without walking at all, so it saves a lot of time.
Jaasrg Sep 6, 2018 @ 4:28am 
Originally posted by Vertibird:
Some questions: why pemicans? I cook meals for mood bonus. Why stools? Are they different than chairs? Thanks
Really? For the mood bonus? The one that lasts few hours, takes more and longer to make?
I guess if you have the materials and personnel to sustain it sure but the topic at hand is tribal so no freezers for quite some time.
Vertibird Sep 6, 2018 @ 4:28am 
Thanks , for hauling I set allowed Zone to unrestricted but then the animals walk all over the base and make every room dirty.
Percussigant Sep 11, 2018 @ 4:17pm 
@Vertibird : 1.Chairs work just as well, they just cost much more resources than stools for the exact same benefit.

2. Pemmican is your best bet for most of a tribe's early game. IMHO the only situation where you should consider making meals is if a) you already have a large amount of pemmican, and b) your cook(s) can cook lavish meals.

Alternatively, if you enjoy playing on maps with caves, like I do, c) you can set a bill at the stove (above your main pemmican bill) to cook lavish meals using only insect meat as the meat ingredient. Your colonists will suffer a -3 mood penalty for eating cooked insect meat, but it will be offset by the +12 mood boost for eating a lavish meal, whereas pemmican made from insect meat will only be eaten by your tribe as a last resort (meaning that it will rot away if you manage your food supply properly), and insect pemmican will also give your tribespeople a -3 mood penalty without the lavish meal bonus (obviously).

Caves can be an extremely useful food source when it comes to feeding a tribe (never forget to send a colonist at night to steal that delicious insect jelly; think of it as honey !), but only to the careful hunter. Do not take risks. Operate a night : place traps, steal jelly & corpses, etc. Do not exterminate the bugs, especially if you are playing in a harsh environment, such as a desert.

Alternatively alternatively, if you have a truly epic amount of pemmican stored, making lavish meals until you have [your number of colonists -2] (if you want your cook to keep on training) or [your number of colonists x2] (if you are short on manpower and need your cook to do something else once they are done) can be a valid method of keeping your colony mood high.

About caravan trips : tribal is the best possible starting scenario if you want to travel around the map, because tribals get 170% foraged food (berries you pick up during your journey, etc). If you combine this with pemmican, they need much less food than regular colonists to survive on a trip. They also have 5 starting toons instead of 3, meaning you can safely devote one of them to be a full-time handler, and tame some muffalos or dromedaries or alpacas etc to use them as pack animals and play a nomadic playstyle. This is a new idea I am trying at the moment, but I can already see a few advantages : for example, you can found a second "colony" entirely devoted to crops : build walls around them, unroof, note which day you planted the last one, and come back when the plants are matured. Raids on your main base will be much less threatening since raiders can't attack your food supply. In case of emergency, turtling behind massive doors becomes a valid strategy, and you can avoid the raiders' ire altogether by just waiting them out. You can then effectively withstand a siege, or at the very least channel them into a manageable chokepoint.
Last edited by Percussigant; Sep 11, 2018 @ 4:47pm
Bullwinkle Sep 11, 2018 @ 5:28pm 
I put my stove next to my freezer, and I'm constantly changing the storage zones inside the freezer to make sure the cook doesn't go to the far corner of the freezer very often. Frequent use of the forbid/unforbid key on various stacks as needed. I also put shelves next to the stove. One shelf that only holds one particular veggie and one particular meal type. That way, the cook doesn't even need to go into the freezer except for meat, and there is no beauty loss to the room from having stuff stockpiled there. Put steel autodoors on the freezer and kitchen.

To be efficient in the fields, make sure there are good paths to and from the places you want to go. Colonists will often path around tall grass or bushes, so keep them cut in the main path. Rice sucks after the first year. I will plant one rice per colonist on the first day of each new growing season, or late in the season if blight wipes out the farm with only a few days left. Other than that, rice sucks after year 1. Potatoes don't care much about fertility, so you can probably plant some very close to your food storage area.

Try to plant a whole bunch all at one time, so you don't have to harvest several times. The walking back and forth kills efficiency. When crops start becoming harvestable, consider removing everyone from the grow/plant cut jobs. Let a whole bunch of stuff become harvestable, then harvest it all at once.

Turn off sowing during harvesting season.

Consider building a sidewalk through the middle of your biggest field.
Last edited by Bullwinkle; Sep 11, 2018 @ 5:30pm
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Date Posted: Sep 4, 2018 @ 12:56am
Posts: 14